05 Jun 2018 16:59 - 05 Jun 2018 17:13#38775by ScottBouch
I started building a set of web pages a while ago showing my research into all the different types of British flying helmets, oxygen masks, etc..
Anyone interested in a nosey through the pages, I'll let you have the link by PM, as I don't want it public yet as it's still a work in progress.
Teh biggest factor influencing the type of gear was the era. You know how some fgfs aircraft are issued with different liveries, the pilot could be set depending on the era, much like the livery... maybe that's too much work, but worth a thought. eg: an aircraft like the Canberra, Lightning, Hunter etc.. that flew for many years saw a few iterations of gear over that time.
Just talking about helmets: at normal low altitude, the Lightnings started out with the Mk1A in the early 60's, then the Mk2A in the mid / late 60's, then Mk3B in the 70's, then Mk3C in the later 70's, and ended up with the Mk4A in the 80's, and British Aerospace operated 3 Lightnings from Warton in the early 90's with modern Mk10 helmets.
For High altitde in the 60's they had the Baxter Woodhouse Taylor E-Type partial pressure helmet.
Of course in the early 70's flying suits changed from blue/grey to green, life preservers changed form yellow to green, helmets changed form silver or white to green. at the same time ground equipment changed from bright "anti-collision" yellow, to, you guessed it, green...
There were also variations between aircraft types too, somethimes minor, but aircraft like the Harrier, Bubcaneer and Phantom used skeletal harness as part of the life preserver instead of a normal seat harness.
The TSR2 had some fairly unque kit too, but again, similarities can be drawn from other kit..
To be fair, I think producing 2 or 3 different aircrew models based on a common base model person would suffice so that the FGUK aircraft can be configured for a given 10 year era.
Wow, that looks super promising! Blender is a pretty steep learning curve, but looks like you're properly on it
One thing to mention regarding placing people in a cockpit - probably pretty obvious, but worth getting down in the thread. it's usually desirable to be able to deselect elements of the pilot model which may mask or prevent clicking on controls, switches etc. We may also want to animate them, as there is little point having a moving throttle if the arm pushing it doesn't move too. So, if Makehuman doesn't already do this, we probably want to separate things like thighs, calves, ankles and feet, for example, into separate objects so they can either be animated or deselected.
I personally don't like having arms visible in first person cockpit view, for example, but don't mind legs, and also, the head will get in the way of the view and sometimes cause strange effects. So I would want to deselect everything above the waist, or maybe above the shoulder. All eminently doable, assuming it's not an excessively difficult job to separate the various bits of the mesh.
12 Jun 2018 10:34 - 12 Jun 2018 10:35#38886by ScottBouch
Makehuman allows you to export a person with a skeleton structure or "Rig" - it's this rig I used to manipulate the limbs and back shape into place. I don't know how, but am willing to assume there is probably a way to get FGFS to manupulate the rig to follow throttle / stick positions.
I found out by mistake that if you don't export the rig, you can't easily adjust the person in Blender, the rig makes it super easy.
I've no idea on how to split the body up into separate layers at this stage, or how the rig would behave once it's split. Maybe the rig can remain, but you can turn off visibility of head / limbs.
I also tried exporting the cockpit plus person as a .ac file, but it just exported the cockpit, not the person.. hmm.. still a lot to learn, but it's been fun playing about.